[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=AcLBrJqh,comment-id=,timestamp=2017-10-03T03:55:07.628+0000)
but how useful it is will heavily depend on if you can repeatedly trade with your lane opponent for the first 10 minutes of the game.
So just like the current Grasp.
It really is. Current Grasp's effectiveness depends on whether or not you are a tanky champion who is taking extended trades. You say "wildly inconsistent", I say "effectiveness dependent upon gameplay choices" and I don't see how that is inherently a bad thing. The game gives players who play into their options correctly more effect from them and Grasp's effectiveness, all the keystones actually, is dependent on choices from among those options.
would it be too crazy if the keystone worked on turrets and epic monsters to stack the health, to just make it somewhat more reliable? maybe even cannon minions.
If this was the case, it would still be argued to be "inconsistent" according to the standards of this thread because it requires the champion to be in a such a situation to do that, like already being ahead enough to contest those objectives, nevermind the fact that a grasp-tank top laner is not exactly going to be around a lot botside, taking Dragons to get those procs during lane phase. Even so, the champion is going to only get a precious few grasp procs which is only going to be fewer the more reliably your team is able to take those objectives. And by doing this and adjusting the amounts down like you suggested, it would exacerbate the problem you have with the mastery, or best case, not do anything.
for example even
works like that.
when youre not casting spells for 24 seconds, the item stores up to 3 procs that you can immedately stack. its to make the item evened out a bit more across champion kits and how they benefit from the passive.
Grasp isn't Tear. I know it's an idea, example, but It's a justification about how it could be because they are both about resource gain but they are for entirely different purposes so it doesn't work. Tear isn't just a different option, it's an item that you have to invest gold into which means you can't buy other items, because you bought Tear which isn't worth the money you spent until you stack it. Tear has the ability to, in effect, store 2 stacks because for example, your champion may not have the capability to proc it when it needs to be used because you don't have any targets to use abilities on. Which is important to get the hundreds of procs you need for the item to work, which does not describe Grasp.
Tear items are all about the stacking because it leads to an eventual power spike while not even being bought on many of the champions who traditionally used it anymore while Grasp is immediately effective and is useful on any tanky guy.
This leads into what the issue is.
if youre in a matchup against a tank like
who doesnt deal a lot of damage and isnt afraid of trading with you nonstop, you might almost stack it off cooldown and come out of lane phase with 200 or 300 extra health.
but if youre playing against a ranged matchup on a melee champion or against a
who plays like a bitch and farms with parrley and barrels from a distance for 10 minutes, you might get the opportunity to trade once every couple minutes, and end up with 50 extra health by the time lane phase ends.
You don't get what the upgraded Grasp is supposed to be. The mastery is not about the stacks.
The upgraded Grasp is Grasp + Veteran's Scars.
Veteran's Scars got removed and put into the keystone. Maybe you didn't Grasp that because you are wildly off in your estimates of the amount of health champions would get from procing it, but that's what it is. It's Scars but players don't get to pick it to use at the start of the game, and to compensate tanks get a little more from it later, which is keeping with the trend of having tanks have more scaling benefits .